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NavMeshing woe's


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  • 2 weeks later...

It looks to me like you haven't navmeshed close enough into the area that the NPC needs to stand to use it. Your navmesh should go right under the marker by the forge.

 

The other thing that I notice is that there is no cover indicated (white and blue lines around the edge of the mesh). Have you done the following for your mesh...

 

1. Checked the navmesh; select the 'Find Triangle' button in the navmesh editor. this opens a dialog box. Select 'Check navmesh'. This will indicate how many triangles are problematic (if any). If the box that pops open has something like 'Found # triangles with high priority', delete all?' then click no and find next triangle in the first box. This will show you the faulty triangle and if you can't see an obvious issue, delete it and re-do it. This often cures the issue.

 

2. clicked the button 'Find cover edges'. this should always be done or else NPCs may not use it.

 

3. Finalized the navmesh?

 

failure to finalize it will always result in the NPCs not using it.

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I'm thinking the NPC is having a bounding box war with the puddle thingy and everything cumbrianlad said. AKA, the NPC tried to make some room for itself and as a result ended up there, and cannot do anything because no navmesh.

 

If you see him "flicker" about and then suddenly teleport to that spot, I'm thinking the culprit if the puddle thing(I don't know what that is next to the anvil.).

Edited by Rasikko
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It should. The edges of the navmesh will change colour.

 

That's probably not the issue but always worth doing.

 

have you navmeshed right into the marker yet?

 

Just another thought, where is your NPC placed in CK and have you got a sandbox package on him? if you don't have a package he may well simply not know he's meant to be using any of the markers in the sandboxing area. He could be trying to get to the marker but can't because the area under it isn't navmeshed, as Rasikko has suggested.

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[i}Just another thought, where is your NPC placed in CK and have you got a sandbox package on him?[/i]

 

He starts of inside his shop with his partner it's his packages that have him come outside to work.

If you look at the first image you'll see his door exit markers.

 

I have extended the nav under the forge marker...

and as I've said he does use all his workbenches (further to the right) and forge... but on occasion will still just walk or teleport in to behind the forge ???

 

 

I've watched him for awhile now and he has stayed out from behind the forge... but only time will tell for sure.

 

 

In case you are interested this is for my mod

https://www.nexusmods.com/skyrimspecialedition/mods/22656?tab=files&BH=1

Edited by The-Wanderer
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Wow.

 

It seems like you've got everything right. I'm at a loss. I can't see anything that should be making him do it.

 

I'm getting a bit desperate here, but for the lack of anything else to suggest the rest of the navmesh looks pretty far from the forge and the walls. The portal is on a triangle and I know it's green (didn't spot that when I asked about finalizing... sorry!) but it may be better if this mesh was right up to the door and walls and the teleport marker left where it is, so that it's properly on the mesh.

 

These next comments are really born out of desperation! Try marking the triangles you want him to use as preferred pathing... so, from the door teleport to each of his workplaces. Finally, if nobody else hits on a working solution you could try adding a collision box to the area your errant smith likes to stand in and have its primitive set to L_Static to make it act like a solid chunk of masonry!

 

I think I'm out of ideas other than sacking your idiot blacksmith and hiring a new one! Isn't CK and Skyrim marvellous?

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